Pengembangan Game Edukasi Aturan Tangan Kanan pada Materi Kemagnetan Menggunakan Aplikasi Smart Apps Creator untuk Siswa SMP/MTs

  • Fajar D
  • Rohmatini G
  • Hasanah R
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Abstract

Aturan Tangan Kanan (ATK) dalam materi kemagnetan berguna untuk memudahkan menentukan arah medan magnet pada penghantar berarus, arah medan magnet pada solenoida, serta hubungan antara vektor medan magnet, arus dalam penghantar, dan gaya Lorentz dalam suatu ruang 3D. Soal tentang penerapan ATK sering muncul dalam ujian dan banyak siswa mengalami kesalahan dalam menjawab tipe soal tersebut. Tulisan ini bertujuan mendeskripsikan validitas dan respons siswa terhadap hasil pengembangan game edukasi ATK pada materi kemagnetan untuk siswa kelas IX SMP/MTs. Aplikasi Smart Apps Creator (SAC) dipilih sebagai platform pembuat game karena memiliki keunggulan dari segi kemudahan, sifat interaktif, dan visualnya. Studi ini merupakan hasil penelitian R&D (Research and Development) yang mengacu pada model ADDIE (Analyze, Design, Develop, Implement, dan Evaluate). Melalui sejumlah instrumen yang telah divalidasi, produk diberi penilaian oleh 2 orang ahli, 1 orang pengguna, dan diberi respon oleh 36 siswa dari salah satu SMP di Lumajang kemudian dianalisis secara kuantitatif dan kualitatif. Simpulan yang didapat antara lain: Pertama, game dinyatakan sangat valid dari segi materi, media, dan kepraktisan. Kedua, sebagian besar siswa memberi respons positif terhadap game edukasi ATK ini pada indikator kemenarikan, pemahaman, pembelajaran, dan penggunaan. Game ini dinilai responden memiliki keunggulan dalam memudahkan mahasiswa memahami penggunaan ATK dalam materi kemagnetan, kreatif, praktis, dan tidak membosankan. The Right Hand Rule (RHL) in magnetism is useful for making it easier to determine the direction of the magnetic field in a current-carrying conductor, the direction of the magnetic field in a solenoid, as well as the relationship between the magnetic field, the current-carrying conductor, and the Lorentz force in 3D space. RHL is often tested in exams, and most students need help working on these types of questions. This paper aims to describe the validity and student responses to the results of developing an RHL educational game on magnetism for grade IX junior high school students. The Smart Apps Creator (SAC) was chosen as a game-creator platform because it has advantages in terms of ease, interactive nature, and visuals. This study belongs to the Research and Development category, which refers to the ADDIE model (Analyze, Design, Develop, Implement, and Evaluate). Through several validated instruments, the product was assessed by two experts and one user and responses were given by 36 students from a junior high school in Lumajang and then analyzed quantitatively and qualitatively. The conclusions obtained include: First, the game is stated to be very valid in terms of material, media, and practicality. Second, students positively responded to this RHL educational game on the indicators of interest, understanding, learning, and use. This game has advantages in making it easier for students to understand using RHL in magnetism, creative, practical, and not boring.

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APA

Fajar, D. M., Rohmatini, G. W., & Hasanah, R. (2022). Pengembangan Game Edukasi Aturan Tangan Kanan pada Materi Kemagnetan Menggunakan Aplikasi Smart Apps Creator untuk Siswa SMP/MTs. Jurnal Ilmiah Pendidikan Fisika, 6(3), 568. https://doi.org/10.20527/jipf.v6i3.6453

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